Games in DnD

Cards

Hand of Fate (Poker)

A player rolls 1d12 die and keeps it secret. A round of bets are placed. After that, a d12 die is rolled that becomes a community dice that everyone can see. After the roll, players can again place their bets as they see fit. Once this round is finished, repeat the process once more. There should be two community dice and each player should have two secret die. After all bets have been placed, the secret dice are revealed and the winner is determined.

If a player has two or more d12 that match, they get a bonus to their score equal to double the number of dice that match. Example: one match (two dice that are the same) equals a +4 bonus, and two matches (3 dice that are the same) equals a +6 bonus.

If a player has proficiency with a playing card set, they can add their proficiency bonus to their total. With a successful Deception or Sleight of Hand check, a player can cheat, adding 1d6 to their total. If another player suspects someone of cheating, they can turn the check into an opposed skill challenge by making a Perception, Insight, or Investigation check.

Crown (Blackjack) (Requires House)

A player will roll 2d10. The dealer will do the same, but only one the dice will be publicly revealed. Note that all die sides keep their face value except for the 1, which will be treated as both 1 and 11, depending on what you need at the moment of your roll.

Players then have the option to roll as many additional dice as they see fit. The dealer goes after the players, taking an additional roll if his total is 17 or lower. You cannot exceed 21 as the sum total of your dice, or you lose the game automatically.

In the case of ties, the winnings are split and the payout is 1:1 from your bet. If your roll places you over 21, you bust, and your bets are immediately forfeited. Players win all other bets at a payout of 3:2.

If a player has proficiency with a playing card set, they can reroll 1d10 once per hand. With a successful Deception or Sleight of Hand check, a player can cheat, either adding or subtracting 1d6 from their total. If another player suspects someone of cheating, they can turn the check into an opposed skill challenge by making a Perception, Insight, or Investigation check.

Gambit of Ord

Each player rolls 1d8 and keeps the result hidden. A player can then raise, call or fold a bet. Once all bets are equal, everyone rolls a d6 and keeps it secret as well.

The betting round restarts and players have a chance to raise, call or fold their bets once again. Then, whoever is left will add another 1d4 die to their rolls and repeat the betting process. Once that is done, whoever is left reveals their dice, and the winner takes the pot.

If a player has proficiency with a playing card set, they can reroll one die per game. With a successful Deception or Sleight of Hand check, a player can cheat, adding 1d4 to their total. If another player suspects someone of cheating, they can turn the check into an opposed skill challenge by making a Perception, Insight, or Investigation check.

Actually, Gambit of Ord is very similar to Hand of Fate, but the difference here is that players test their own luck rather than the community’s.

Dice

First, the players must identify who will be the shooter, anyone can be chosen as the shooter. After that, the shooter will make a bet and the players will follow in a clockwise direction. Until the shooter’s bet has been matched, the betting will continue.

Next, the players will predict the first roll of the game. If the result of the dice roll is 7 or 11, the shooter and other players who sided with the shooter wins. If the result is 2, 3, or 12, the shooter and other players who are in favour of the shooter loses.

A Point is made if a number other than the ones mentioned above is rolled. The dice will roll again, and this time, the shooter has to match the Point number without rolling the 7. The shooter loses when he rolls a 7 before hitting the Point. If the Point is rolled, the shooter wins. The shooter continues to roll the dice if other numbers are rolled.

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Dragonchess

Two players each compete, making opposed skill checks. The first player to succeed on three checks wins the game. Players can choose to make one of three different skill checks to play a round of Dragonchess – an Intelligence check (with proficiency if trained in Dragonchess), a Charisma (Deception) check, or a Wisdom (Insight) check. Players reveal which check they’re making only to the DM, who then calls for rolls as the check selected requires.

An Intelligence check represents the character playing the game normally, using wit, strategy, and foresight to attempt to outplay their opponent with sheer game skill. A Deception check represents the character playing deceptively, feigning weakness or incompetence to try and trick their opponent into making mistakes. An Insight check represents the character playing by reading their opponent, searching for clues to their plans or their general confidence in their body language and nonverbal cues.

If a character is not proficient with Dragonchess, they add only half their proficiency bonus (rounded down) to Deception or Insight checks, rather than their full bonus. Should each player choose the same type of check, they roll normally.

Should one player choose Intelligence and the other Deception, the player checking Deception rolls with advantage – they’ve successfully hoodwinked their opponent and gained an edge in the game.

Should one player choose Deception and the other Insight, the player checking Insight rolls with advantage. The insightful player catches on to the deceiver’s tricks and through shrewd play, turns their trickery around on them.

Should one player choose Insight and the other choose Intelligence, the player checking Intelligence rolls with advantage – their solid, skillful play leaves no hidden motives for their opponent to pick up on and twist to advantage.

Pick an odd number and the player who wins the most contested rolls wins.

Tymora’s Spinner (Roulette) (Requires House)

Tymora’s Spinner shares a lot of similarities with roulette. Offering a small buy-in, which is always adjustable anyway, players compete to guess either the exact number of a single d20 rolled by the dealer or to guess whether the result would be odd or even.

Once the dealer has rolled, all bets are settled. A player who has guessed the exact number wins triple the original amount they have staked, and anyone who guesses the odd or even outcome will get a 1.5 payout. Loser bets are contributed to the casino’s pot.

Run of Luck

Who wouldn’t enjoy racing exotic creatures? This game functions similarly to horse or dog racing, but since almost any creature can be tamed, its not unusual for giant lizards, birds, or beasts to be featured.

In the world of Dungeon and Dragons, you can tame almost any creature, no matter whether it’s a noble steed or a giant cold-blooded lizard! But what should you do once you have the lizards? Race them, of course, and put a flutter on each one!

The Run of Luck is an age-old traditional game in some regions, where creatures race, separated by tracks. To advance a creature on their respective track, all you need to do is roll 3d4 and hope that fate will place your racer the farthest down the track.

Pick a number and the racer who reaches it first is the winner!